ONE WEEK POST-LAUNCH: What's Next

Another Crab's Treasure

In a vibrant undersea kingdom on the verge of collapse, a hermit crab embarks on a treasure hunt to buy back his repossessed shell. The second game from AGGRO CRAB.

HI CRAB FANS It's been one week since we launched Another Crab's Treasure, and this game has already succeeded beyond our wildest dreams. [img]{STEAM_CLAN_IMAGE}/42375509/f56415ab75225a541e61d316e6a52ac93944c8e2.gif[/img] We've hit over 150,000 sales across all platforms, and the critical response has been fantastic. We've seen people laugh, cry, throw their controllers - absolutely everything we dreamed of when creating this game. We've seen reviewers and streamers who place us among the likes of massive genre entries like Lies of P, or even Sekiro - which is unbelievable praise for a team of our size. From the bottom of our hearts, thank you for making this launch a true treasure. <3 Of course, we also know things are far from perfect. Having WAY more players than we expected in week 1 has exposed a LOT of bugs, some of the rare ones being deeply serious and progress-ruining. [b][i]Trust us when we say, we see you[/i][/b], and there is no worse feeling as a game dev than watching someone who clearly wants to love the game have their experience ruined by technical issues. [img]{STEAM_CLAN_IMAGE}/42375509/559ffc51204784811e734f062aedfb0d7626718c.gif[/img] At the same time - we're sleepy and tired. Our core team of 11 people busted their ASS to get this game out the door on time at all, as functional as it was. And we've been straining ourselves even harder post-launch pushing near-daily patches to Steam and trying to get those fixes to console as fast as we can to resolve the most serious bugs. We've realized that our tiredness is causing us to make mistakes, and it's clear we need to slow down slightly for all of our health, as well as the long-term health of the game! It's a win-win for both us and the community if we get some rest. [b]This doesn't mean we're stopping[/b] - We'll be continuing to patch Steam and assemble those fixes for consoles and PC Game Pass regularly. But we're going to begin releasing those Steam patches at a slower rate from now on (no longer will you have random daily patches lol), to give ourselves some time to rest and to allow the new code to be properly tested before it goes live (eg. the bug we pushed that would lunge kril forward that existed for only an hour OOPS). Next week, we're going to be launching a public beta branch on Steam, so the bravest among you can get the newest less-stable changes early and we can locate any glaring issues we might have missed. It's been said a million times, but again THANK YOU SO MUCH for all of your patience, all of your excitement, all of your passion and love for the game. It's only gonna get even better from here!!! Codspeed <3 - Aggro Crab